Could you humour me and elaborate on this? Are you saying your scripts will temporarily abort and then your app will pick ..
The 2.0 app uses just the memory space to pull information so no more loadfile with strange formats. It's not as fast to initialize as catching the loadfile but once running there is no comparison to it for speed and it does not lock the game up. I am running into cpu usage issues at the moment but i have some ideas on how to tame it somewhat. Main issue is that each island is loaded differently along with objects. My first try worked only on the intro island, however now it works on anything you put into the game though takes a bit to get online and working with each map. I am also allowing people to design MFC, Com and Dot.Net dll's to plug into the main application. With that they will be able to implement anything they could really dream of to the server. Be it thru DSTS or whatever, their choice.
The new version could be used on anything that you can stuff data into really (Sorta). However I made the decision to make it a nice tool for the whole dedicated server. Recent changes to the project are allowing it to work with the clients (Even the wrapped versions i could not touch before without obtaining a copy and they were changing with each patch). So this new one will make quite a few people happy. The exe will run as a commandline, windows service or windows forms so you can do whatever you want with it.
As for an overlay, i think we could do it thru the plugin system to be honest. If i revert to a single channel into DSTS then you can refresh at 25ms and maintain 0-2% cpu on a 2.0ghz machine. The first idea i had was able to update the location to almost 400 vehicles every second to an external application to see if it would work. It did, but that was a single variable in the game moving that data. Now i'm trying to get it so we can communicate directly to the system via some simple scripts i wrote. It works but the cpu usage is more while processing the memory space. Though you have direct access to the system outside and inside. You can push values into the game from a plugin as well as push info to the DSTS from scripts inside. I have been meaning to finish up a demo that shows arma and an external map that lets you drop units into the game while its running. Works thru the dedicated so you don't need to have the Arma client up at all. I just wrote a plugin that the panel system loads and it communicates thru the dsts plugin.
Example:
player sidechat format["%1",["HeLLo"] Call DSTS_STRING_TOUPPER];
Would return HELLO not HeLLo. All you need to do is call the init script and give the system about 5 seconds to setup coms to the external app. Once that is done everything is linked until the mission is done.
Current plugins: (Not all are working 100%)
Logging - Central logging plugin
TCPServer - Simple ip interface to talk to plugins.
Telnet - telnet app to control the server remotely
DSTS.V2 - Really the main thing behind all this but not required.
DedicatedRemote - Ability to change passwords, modify the config (To a degree), monitor chats, see client commands sent to the server, with the sockwall you can autodrop connections from users with bad id's.
SockWall - Firewall application that will let you ban users from arma via IP, this is a kernal level ban however.
I have a position demo with the old version that uses SQLite for a database. Nothing major but gives ideas on saving data and restoring it to the game. If anything i would wait until i get 2.0 into a beta stage. Will be much better then.